More AT-STs and AT-ATs patrolling at times, taken away and brought back by barges and such. However, allow means to slip past them if you take precautions: fake IDs and papers, disguises, decoys, etc.
Have rebel troops drop down from a ship and do something in town, then try to escape, mission to retrieve data copies given.
More freighters landing at different parts of town, unloading loading with binary load lifters.
Make Imperials more dangerous, but not by killings
Instanced docking hangers where we can see and walk around our ships – have encounters there based on certain factors.
Instanced sewer or tunnel or storage system beneath some cities
Jedi must wear disguises or carry papers or something.
Need landing areas in or outside of town for special NPCs to land and such, like in Episode I. Players can have a couple special instanced landing areas within the city for their own use.
Rentable warehouses for goods
Ability to create rebel hideouts from which to spawn operatives that go out and cause trouble. Allow rebel players to use this as a base of operations for illegal materials. Have setting one up a quest in and of itself, only two per city though.
More beasts of burden and vehicles in town. Have their spawns scalable to the number of player mounts in the city’s area.
A greeting from an NPC when you click on him, whether it’s in English or another language.
Have elevator go to top of Corellia or Tatooine buildings.
Factory areas for high-industry automated productions
Quests, mysteries and contracts
Citizens more alive
Go about their business but enter and leave through building doors
Work on parked vehicles in their courtyards or junkyards
Ride mounts and such through city, actually delivering goods from one end of town to the other.
More droids roaming the streets.
More ships flying lower overhead.
Troops landing outside of town.
Quest NPCs on the move will have roving markers on the map so you can find them.
During the day, vendors are behind desks, or sit on chairs, or move items from one section to another, check datapads, etc.
During the night, each character has an alternate that comes out so there’s two of them (who give the same quests – since it’s company/family-based missions now), then the Daytime guy leaves for his house. You can find his house during the night and wake him up to get your quest or go to the Night shift guy and get the same quest there. Up to you. In the morning they switch again. You can talk to them on the street too. Shake it up but keep NPCs familiar; have someone die in a viewable accident and pass on their business and quest to their family or a friend.
Children running around.
Parades at times
Celebrations go from setup, to event, to clean up.
Provide use for buildings that don't get much attention
Hotels/Taverns:
Place to stable or retrive mounts and vehicles
By 'checking in' for a fee you sidestep cloning if you die in or near the city
Insurance is also cheaper if you check in to a hotel in the city
Hotels will be the source for gambling and for temporary storage of items
Stables will allow you to rent a slower mount for time limit. If you return it you get part of your money back.
When killed within a certain radius of the city you are revived at a hospital, courtesy of the hotel. No need to clone.
Roundtrip shuttle ticket costs are also reduced.
Hotels should be a place of fun (games, entertainment, music, business, etc)
All discounts occur on top of Planet Control incentives (taxes, permits, travel restrictions, etc.).
When checking into a hotel you can have your name listed in a register for purpose of visit. Personal business, Looking for group, looking for help, new player, ground, space, etc.
Garages:
Vehicles should be stored and retrieved from here just like your ship at a starport.
You can retrive it from anywhere so long as you're in the city.
You can retrieve a vehicle from one city to another for a fee.
Guild Halls rentable in cities for gatherings and management, not permanent. Rotations or Instanced areas.
Have droid taxies or allow player taxies to drive residents around the city and accept tips. Accepting ticket or payment will put waypoint on map. If they don’t reach waypoint, they don’t get paid. Customer can’t hop out halfway there though to save money. Should be timelimit on travel time. Or should rely on tips since it doesn’t cost anything but time and maintenance. Cities might not be large enough though, so droid taxies might be the way to go.
Instanced apartments in town. Not too cheap if you stay short, rates go up if you rent for too long. Allows for temporary storage if you’re moving.
Alley ways to bypass patrols, shielded from scanning so even if you’re in plain site they can’t attack you. Watch out for thugs though, cause they can if they’re within a certain distance of you when you reach the alleyways.
Smugglers should have special alley doors or gates they can splice to get unauthorized people through the city, maybe a teleport of some kind with a quick cutscene of the tunnels or them running through the tunnel if it’s not a mission or adventure zone. Quick and safe transportation through city to avoid arrest or attacks.
You can be arrested and sent to the detention center. But you are immediately released after a quick cutscene or wipe. You receive a message from your benefactor. The Regional faction leader will explain that they sliced your record so the authorities wouldn’t see you were a criminal. Unfortuantely your leaders (or employers if Corporation) are not pleased, having to bail you out like that will cost you some faction points and some money for their trouble. Don’t get arrested!
Gather information on player merchants to give to competitors – leads to NPC quest for merchant.
Can ask merchant for info on cargo. If transferred – original client gets pissed.
Raw materials made on planets – shipped locally and to galaxy
Ground transport of goods is cheap, short distances, doesn’t have to pay docking fees.
Air transport more costly, faster and safer, if they have a shuttle port.
You can hire convoys and guards to deliver goods to player cities.
Towns can institute tarrifs and taxes on delivered goods to protect their local merchants against competition.
Guild Halls in cities
Parade of force by local military
Festivals and Seasonal Celebrations (lead up, putting decorations, celebration, aftermath)
Children or teenagers running around
People going home – each character has an alternate and they switch places in the evening. Same quests but different person. You can still talk to the day-time guy on his way home or wherever.
Industrial Area for setting up crafting stations
Industrial crafting station – automated – binary load lifter transports cargo when done
Instanced apartment buildings or warehouses for rent in city
Instanced docking bay – allow ships to land! Let us see them landing and taking off! Launching queue.
Smugglers can get people and cargo into restricted planets, cities, and areas.
Taxis – NPC service around cities and to outlying areas to safely bypass dangerous animals.
Instanced areas beneath city and within city.
Theif/espionage missions in instanced buildings or sub-levels
Arrested if caught! Sent to detention center but quickly released, your faction alters your computer records to bail you out, but your pay is docked or something.
Allow for video messages to be sent to you from randomly generated characters who are only a holographic face and a name to you. No need for constant character, these guys are one-shot deals, contacts if you please.
More droids roaming
Starship crash or near miss every so often.
Gambling establishments
More vehicles and mounts roaming
More ships flying overhead
More stormtroopers landing and launching outside of town.
Landing events for the public to see should be staged every so often, such as a trio of TIE’s taking off, or an imperial shuttle landing. What I’d most like is for someone’s custom ship to land periodically. If there are more than one landing at a time, then choose one randomly and only show one every landing cycle to keep things consitant. Both ships have landed, but the public outside is only seeing one at a time.
Have screens in spaceport of ships already docked in docking bays. If possible have animations playing of ships coming and going (not real, just recorded images).
Seasonal, faction, city festivals
Duty missions to patrol city at waypoints. At each point, enemies pop up and shootout ensues. Enemy duty missions can be to infiltrate someplace to steal, assassinate, copy, deliver, or whatever with the knowledge that if you are stopped and scanned you WILL be discovered. Stormtroopers or reb troopers will turn yellow or red to you on your radar.
Have scans done at starports with messages touting fines, restrictions, and the like.
Thugs in back allies at night.
Industrial area of city to rent crafting stations and work. Pay hirelings to transport goods clients or storage areas, such as at a starport.
Politicians could try to get elected to various districts of a city and become part of the city council.
City Lodging Rentals should be limited if included – New Players only or something. Space is small, storage is limited, give them a sense of belonging. Tie this in with the concept of Contacts, that when they land on the planet of their choice, their contact or familiar, has set them up with credits and a place to stay. Maybe even make it part of the a charity or refugee program, or perhaps someone of your career (Artisan, Marksman, etc).
Stalls and booths for trainers, rather than just standing there alone or by props.
Vendors or Trainers can have repulsor sleds or carts subtly bobbing next to them in place of a tent or stall. Gives more life and logic to why they’re just standing there.
Player shops should not exist in cities. Instead, have vendors that you can buy from but you still have to go to the player city to pick it up, similar to the Bazaar bug geared toward player cities and houses.
Merchants should be able to place ‘vendors’ in a marketplace in rentable spots. They don’t address you unless you are within 5m of them. You can run up and see their wares and you can elect to have them give you a waypoint. I like Karquile's idea that the vendor could be a holo of the vendor in your player city.
Ability to register in a city as an association or group like a band or troupe.
More detailed NPCs with their own backgrounds and factions.
Have conference rooms or lounges at top of tall buildings in Corellia, Theed, and Mos Espa,etc.
Mini events in cities: vehicle wrecks, runaway pets that the owner rushes after, squabbling at merchant stalls, shootout between thugs and police, parades, visiting celebrity or dignitaries (NPCs speak openly of who’s coming just moments before arrival).
Have group of conspicuous NPCs moving as a group (never seen before). Conning them will reveal them as rebel agents on a mission in the city. You can expose them or tail them or whatever. A firefight might break out if the alarm is sounded.
Professions (how strong you are in that template) and Factions could cause varied reactions in different cities such as being a bounty hunter, chef, artist, imperial, rodian, etc.
Medic Centers need huge bacta tanks and nurses that check equipment and walk around. Top floor has quests npcs, “go heal this person at such and such a place. Needs special cure.”
Eating and drinking in a cantina gives higher bonus than drinking in a different place.
Food and Chemical stations on multifloored med centers?
Cantinas have bar assistants that sell wares of chefs that they ‘sell’ to cantina larders. Limit? Indicators to know how well stocked they are? Lower the stock, the higher the profit from selling to them? Food crates fit in somehow? Chef selling gives cantina effects a bonus or increases stocked value of establishment?
Instanced guild houses in city, small conference room and side room.
Have Stormtroopers intimidate and knock NPCs and even players down every once in a while.
Landing area outside of town for 75m+ ships, blinky lights, only a few times a day, they land and stay for a few hours, with binary droids loading them and such, then take off.
Drunk view for players after a drink
Sky traffic with lights and sounds whizzing by
To make cities unique, can assign a corporate office to each one, Banking, Shipwright, Commodities, Foodstuffs, Manufacturing, etc.
Neon ad signs in coronet during the night.
Medical centers should have Need Terminals, that people can go to and see what a registered doctor needs there. They can go get it and receive their payment and the doctor gets his ingredients.
Instanced Apartments requires a permit deed from an architect for the type of flat you wish to furnish.
Have light food kiosks at various sit-down eateries in cities. These can provide basic foods, based on city Food Supply or be filled by Chefs.
Let non-dancers have a few basic moves that don’t provide XP or reduce fatigue. Let them dance to help reduce a little fatigue only if they are listening to music.
Nightlife areas in major modern cities like Theed, Coronet.
To live in a city you must do a quest for citizenship, then you can have your instanced apartment. Otherwise you can only check into a hotel to get temporary perks of citizenship.
If you live in a city (have citizenship), then shuttle and taxi travel from place to place is reduced in cost. This will let people reside in the lesser towns but reach the bigger ones without being a drain on the wallet.
There may be no choice but to create gaps in the habitat ring around most NPC cities. This will give the impression that each cluster is a town of some sort. Unfortuantely this will displace a lot of players. They should get cash compensation and a free extra house deed if this is done to them.
Have the ability for players to flag themselves as open for business. Something like the mission icons floating over NPC heads. Instead it should be more subtle, an icon based on what they're offering, such as merchendise, passage on a ship, or whatever. Make these icons only appear in places where players should gather, such as hospitals, cantinas, marketplaces, etc.
City Guild Halls only availabe for smaller guilds.
Rentable office space - declared merchant guild or employment with a corporation?
Construction activity in parts of the city, NPCs building or repairing things.
Have each city more welcoming to different types of professions (this is in addition to all those wonderful specialized city ideas). Have cities that cater more to Master or Elite professions of a certain type.
Being a citizen of a city has perks: healing battle fatigue faster, being known in town, less costs to local merchants or trainers.
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